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Thagar Blackgranite

Level 7 Forge Dwarf Close Ties (Foundling) (Outgoing) Sorcerer Cayden Cailean

Size
Medium
Key attribute
Charisma
Hero points
3 / 3

Exported on 2026-10-28 from Foundry VTT 14.368, pf2e 8.5.0

Attributes

Strength
+0
How
    Dexterity
    +3
    How
    • +1 Close Ties (Foundling) (Outgoing) (background)
    • +1 Level 1 boost
    • +1 Level 5 boost
    Constitution
    +3
    How
    • +1 Dwarf (ancestry)
    • +1 Level 1 boost
    • +1 Level 5 boost
    Intelligence
    +2
    How
    • +1 Level 1 boost
    • +1 Level 5 boost
    Wisdom
    +1
    How
    • +1 Dwarf (ancestry)
    Charisma
    +4
    How
    • +1 Dwarf (ancestry)
    • -1 Dwarf (flaw)
    • +1 Close Ties (Foundling) (Outgoing) (background)
    • +1 Sorcerer (key attribute)
    • +1 Level 1 boost
    • +1 Level 5 boost

    Defenses

    Armor ClassT
    22
    10 + DEX 3 + Trained 9
    • +1 circumstance: Critical success on Recognize Spell
    • +1 circumstance: Buckler (raised)
    Shield
    +1
    BucklerHardness 3HP 6/6 (BT 3)
    Hit points
    73 / 73
    Dwarf HP 10 + Sorcerer HP × 7 42 + CON × 7 21
    FortitudeE
    +15
    CON 3 + Expert 11 + Mountain Shrine Enlightenment 1
    • +1 circumstance: Critical success on Recognize Spell
    ReflexT
    +13
    DEX 3 + Trained 9 + Bridge Shrine Enlightenment 1
    • +1 circumstance: Critical success on Recognize Spell
    WillE
    +13
    WIS 1 + Expert 11 + Garden Shrine Enlightenment 1
    • +1 circumstance: Critical success on Recognize Spell
    Resistances & immunities
    Fire 3 (Forge Dwarf); Sonic 3 (Blast Resistance)
    Conditions
    None
    Active effects
    Lamp Lighter Boon, Bridge Shrine Enlightenment, Garden Shrine Enlightenment, Mountain Shrine Enlightenment

    Perception, speed & class DC

    PerceptionT
    +10
    WIS 1 + Trained 9
    InitiativeT
    +10
    WIS 1 + Trained 9
    Speed
    20 ft
    Dwarf speed 20
    Class DCT
    23
    10 + CHA 4 + Trained 9
    Senses
    Darkvision
    Languages
    Common, Dwarven, Goblin

    Skills

    SkillModRankBreakdown
    Acrobatics +10 U
    DEX 3 + Untrained Improvisation 7
    Arcana +15 M
    INT 2 + Master 13 (not stacking: Untrained Improvisation +7)
    Athletics +7 U
    STR 0 + Untrained Improvisation 7
    Crafting +10 U
    INT 2 + Effect: Lamp Lighter Boon 1 + Untrained Improvisation 7
    • +1 circumstance: Specialty Crafting (Blacksmithing)
    Deception +15 E
    CHA 4 + Expert 11 (not stacking: Untrained Improvisation +7)
    Diplomacy +13 T
    CHA 4 + Trained 9 (not stacking: Untrained Improvisation +7)
    Intimidation +11 U
    CHA 4 + Untrained Improvisation 7
    Medicine +9 U
    WIS 1 + Effect: Lamp Lighter Boon 1 + Untrained Improvisation 7
    Nature +8 U
    WIS 1 + Untrained Improvisation 7
    Occultism +11 T
    INT 2 + Trained 9 (not stacking: Untrained Improvisation +7)
    Performance +11 U
    CHA 4 + Untrained Improvisation 7
    Religion +8 U
    WIS 1 + Untrained Improvisation 7
    Society +12 T
    INT 2 + Trained 9 + Effect: Lamp Lighter Boon 1 (not stacking: Untrained Improvisation +7)
    Stealth +10 U
    DEX 3 + Untrained Improvisation 7
    Survival +8 U
    WIS 1 + Untrained Improvisation 7
    Thievery +12 T
    DEX 3 + Trained 9 (not stacking: Untrained Improvisation +7)
    Tea Lore +11 T
    INT 2 + Trained 9 (not stacking: Untrained Improvisation +7)
    Willowshore Lore +9 U
    INT 2 + Untrained Improvisation 7
    Untrained Lore +9 U
    INT 2 + Untrained Improvisation 7

    Strikes

    Melee

    WeaponAttackRankDamageTraits
    Clan Dagger +9 / +5 / +1 T 1d4 piercing AgileDwarfParryVersatile B
    Breakdown
    Trained 9 + STR 0
    Damage: 1d4
    Warhammer +9 / +4 / -1 T 1d8 bludgeoning Shove
    Breakdown
    Trained 9 + STR 0
    Damage: 1d8
    Dagger +12 / +8 / +4 T 1d4 piercing AgileFinesseThrown 10Versatile S
    Breakdown
    Trained 9 + DEX 3
    Damage: 1d4
    Dagger +12 / +8 / +4 T 1d4 piercing AgileFinesseThrown 10Versatile S
    Breakdown
    Trained 9 + DEX 3
    Damage: 1d4
    Staff of Fire +9 / +4 / -1 T 1d4 bludgeoning MagicalStaffTwo Hand D8
    Breakdown
    Trained 9 + STR 0
    Damage: 1d4
    Battle Axe +10 / +5 / +0 T 2d8 slashing Sweep
    Breakdown
    Trained 9 + STR 0 + Potency rune 1
    Damage: 2d8
    Fist +12 / +8 / +4 T 1d4 bludgeoning AgileFinesseNonlethalUnarmed
    Breakdown
    Trained 9 + DEX 3
    Damage: 1d4

    Ranged

    WeaponAttackRankDamageTraits
    Crossbow120 ft +12 / +7 / +2 T 1d8 piercing
    Breakdown
    Trained 9 + DEX 3
    Damage: 1d8
    Delicate Clay Vial20 ft +4 / -1 / -6 U 2d8 vitality AlchemicalBombConsumableSplashVitality
    Breakdown
    Untrained 0 + DEX 3 + Item bonus 1
    Damage: 2d8

    Weapon proficiencies

    • T Unarmed
    • T Simple
    • U Martial
    • U Advanced

    Armor proficiencies

    • T Unarmored
    • U Light
    • U Medium
    • U Heavy

    Feats & abilities

    LevelAncestry, skill & generalClass
    1
    Heritage
    Forge DwarfYou have a remarkable adaptation to hot environments. This grants you fire resistance equal to half your level (minimum 1), and you treat e…

    You have a remarkable adaptation to hot environments. This grants you fire resistance equal to half your level (minimum 1), and you treat environmental heat effects as if they were one step less extreme (incredible heat becomes extreme, extreme heat becomes severe, and so on).

    Look up on Archives of Nethys

    Ancestry ability
    Clan DaggerYou get one Clan Dagger of your clan for free, as it was given to you at birth. Selling this dagger is a terrible taboo and earns you the d…

    You get one Clan Dagger of your clan for free, as it was given to you at birth. Selling this dagger is a terrible taboo and earns you the disdain of other dwarves.

    Look up on Archives of Nethys

    Background
    Close Ties (Foundling) (Outgoing)You've forged a close friendship with one of Willowshore's notable citizens, and you have a long tradition of sharing tea with each other w…

    You've forged a close friendship with one of Willowshore's notable citizens, and you have a long tradition of sharing tea with each other while chatting about shared interests, plans for the future, town gossip, or other matters of note.

    Work with your GM to choose one of the NPCs mentioned in the Willowshore Gazetteer (other than Granny Hu or Old Matsuki)—your GM might have suggestions for which NPC makes the most sense for your character or might know something about an NPC's eventual role in the campaign that would give your character a compelling story beat. You could be an employee or apprentice of this NPC, a close relation or friend, or even a friendly competitor in some way.

    Your home is likely relatively close to the place of business or home of your NPC ally.

    During the Reenactment Festival, you likely spent time with your NPC ally and might have made plans to get together the next day on the first day of summer, perhaps have tea together. You were chosen to be an abductee during the Reenactment Festival because your NPC friend or ally suggested the experience would be fun or good for you, or because they'd done it the previous year at your urging and now "it's your turn."

    Choose two attribute boosts. One must be to Charisma or Intelligence, and one is a free attribute boost.

    You're trained in the Diplomacy skill and the Tea Lore skill. You gain the Specialty Crafting skill feat (choose a specialty associated with your allied NPC), and your allied NPC begins with an attitude of friendly toward the party (rather than indifferent, which is the initial norm for all Willowshore NPCs).

    Seasonal Boon (Close Ties)

    You can add one of the following two adjustments to any background to further modify your choice to match your vision for your PC.

    Family: You and one (or more) other PCs are close family members (siblings, parent/child, married, etc.) If you take this adjustment, the other PC(s) who are your family must also take this adjustment. Choose one of the following to replace the skill feat you otherwise would've gained from your background. (You and your sibling need not share the same choice—a sibling who wants to keep their background's skill feat can pick "Typical" from the list.)

    • Bickering: You have a long-standing feud with your sibling(s). Whenever your sibling(s) critically fail a significant skill check or attack roll and you witness their failure, you gain a +1 status bonus to your saving throws until the end of your next turn as you secretly (or perhaps not so secretly) delight in their failure. Effect: Bickering Family

    • Close-Knit: You and your sibling(s) work well together, and you go all-out to help them when they're badly hurt. When you provide Aid or Administer First Aid to your sibling(s), the DC is 5 lower than normal.

    • Typical: You have a standard relationship with your sibling(s); don't change your background's skill feat.

    Foundling: You aren't a native to Willowshore, but you did grow up in the town. You might have adoptive parents, or you could've grown up on the streets. Choose one of the following to replace the bonus feat you otherwise would've gained from your background.

    • Bitter: You appreciate the town of Willowshore but still resent the conditions that resulted in you being abandoned or left in the town. You gain the Intimidating Glare skill feat.

    • Mysterious: You keep secrets, and very few in Willowshore (if anyone) know your history before you settled in the town, in part because you've taken to learning about Willowshore by watching rather than engaging in conversation. You gain the Streetwise skill feat.

    • Outgoing: You're grateful for the sense of belonging the townsfolk of Willowshore have extended to you and always do your best to repay that kindness. Once per week when you attempt a skill check to resolve a downtime activity that could benefit Willowshore (several of these activities are detailed in the adventures, and your GM can always make the call if another activity would qualify) and you fail that check, you instead succeed at the check, or if you critically fail at that check, you instead simply fail that check.

    Look up on Archives of Nethys

    Ancestry feat
    Dwarven Weapon FamiliarityYour kin have instilled in you an affinity for hard-hitting weapons, and you prefer these to more elegant arms. You gain access to all unco…

    Your kin have instilled in you an affinity for hard-hitting weapons, and you prefer these to more elegant arms. You gain access to all uncommon weapons with the dwarf trait. You have familiarity with weapons with the dwarf trait plus the battle axe, pick, and warhammer—for the purposes of proficiency, you treat any of these that are martial weapons as simple weapons and any that are advanced weapons as martial weapons.

    At 5th level, whenever you get a critical hit with one of these weapons, you get its critical specialization effect.

    Look up on Archives of Nethys

    Attribute boostsCHA, DEX, CON, INT
    Class feature
    BloodlineChoose a bloodline that gives you your spellcasting talent. This choice determines the type of spells you cast and the spell list you choos…

    Choose a bloodline that gives you your spellcasting talent. This choice determines the type of spells you cast and the spell list you choose them from, additional spells you learn, and additional trained skills. You also gain Focus Points and special focus spells based on your bloodline. The bloodlines presented are as follows:

    • Aberrant A strange and unknowable influence gives you occult spells.

    • Angelic Holy grace bestows divine spells upon you.

    • Demonic A sinful corruption gives you divine spells.

    • Diabolic A bond with devils gives you divine spells.

    • Draconic The blood of dragons grants you arcane spells.

    • Elemental The power of the elements manifests in you as primal spells.

    • Fey Influence from the fey gives you primal spells.

    • Genie Through lineage, magic, or wishes made real, the blood of a noble genie flows through your veins.

    • Hag The blight of a hag has given you occult spells.

    • Harrow You have a deep connection to the harrow.

    • Imperial An ancient power grants you arcane spells.

    • Nymph One of your ancestors was inspired by a nymph, or perhaps was a nymph themself, and now the beauty of nature lives in you.

    • Phoenix The healing fire a phoenix's blessing grants you primal spells.

    • Psychopomp For good or ill, your ancestors' deeds drew the attention of psychopomps, or you might somehow count one in your family tree. The presence of these shepherds of souls and enemies of undeath has left an indelible mark on you.

    • Shadow Whether due to a velstrac's manipulations or a planar jaunt gone horribly wrong, your bloodline was infused with a vein of shadow.

    • Undead The touch of death gives you divine spells.

    • Wyrmblessed A draconic blessing grants you divine spells.

    Look up on Archives of Nethys

    Class feature
    Spell RepertoireBard The collection of spells you can cast is called your spell repertoire. At 1st level, you learn two 1st-rank occult spells of your choi…

    Bard The collection of spells you can cast is called your spell repertoire. At 1st level, you learn two 1st-rank occult spells of your choice and five occult cantrips of your choice. You choose these from the common spells from the occult list or from other occult spells to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell rank.

    You add to this spell repertoire as you increase in level. Each time you get a spell slot (see the Bard Spells per Day table), you add a spell to your spell repertoire of the same rank. At 2nd level, you select another 1st-rank spell; at 3rd level, you select two 2nd-rank spells, and so on. When you add spells, you might add a higher-rank version of a spell you already have, so you can cast a heightened version of that spell.

    Though you gain them at the same rate, your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, it wouldn't give you another spell slot, and vice versa.

    Swapping Spells in Your Repertoire

    As you gain new spells in your repertoire, you might want to replace some of the spells you previously learned. Each time you gain a level and learn new spells, you can swap out one of your old spells for a different spell of the same rank. This spell can be a cantrip. You can also swap out spells by retraining during downtime.

    Oracle The collection of spells you can cast is called your spell repertoire. At 1st level, you learn two 1st-rank divine spells of your choice and five divine cantrips of your choice. You choose these from the common spells on the divine list or from other divine spells to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell rank.

    You add to this spell repertoire as you increase in level. Each time you get a spell slot (see the Oracle Spells per Day table), you add a spell to your spell repertoire of the same rank. At 2nd level, you select another 1st-rank spell; at 3rd level, you select two 2nd-rank spells, and so on. When you add spells, you might add a higher-rank version of a spell you already have, so you can cast a heightened version of that spell.

    Your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, it wouldn't give you another spell slot, and vice versa.

    Swapping Spells in Your Repertoire

    As you gain new spells in your repertoire, you might want to replace some of the spells you previously learned. Each time you gain a level and learn new spells, you can swap out one of your old spells for a different spell of the same rank. This spell can be a cantrip. You can also swap out spells by retraining during downtime.

    Psychic The collection of spells you can cast is called your spell repertoire. At 1st level, you learn one 1st-rank occult spell of your choice and three occult cantrips of your choice. You choose these from the common spells from the occult list or from other occult spells to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell rank. Your choice of conscious mind also grants you additional spells in your repertoire, starting with an additional 1st-rabk spell and two cantrips listed in your conscious mind, which you cast as psi cantrips.

    You add to this spell repertoire as you increase in level. Each time you get a spell slot (see Table 2), you add a spell to your spell repertoire of the same level. At 2nd level, you select another 1st-rank spell; at 3rd level, you select one 2nd-level spell, and so on. When you add spells, you might add a higher-rank version of a spell you already have, so you can cast a heightened version of that spell. Your conscious mind also adds additional spells to your repertoire as you gain spells of higher levels.

    Though you gain them at the same rate, your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, such as the spells you gain from your conscious mind, it wouldn't give you another spell slot, and vice versa.

    Swapping Spells in Your Repertoire

    As you gain new spells in your repertoire, you might want to replace some of the spells you previously learned. Each time you gain a level and learn new spells, you can swap out one of your old spells for a different spell of the same rank. This spell can be a cantrip. You can also swap out spells by retraining during downtime.

    Sorcerer The collection of spells you can cast is called your spell repertoire. At 1st level, you learn two 1st-rank spells of your choice and four cantrips of your choice, as well as an additional spell and cantrip from your bloodline. You choose these from the common spells from the tradition corresponding to your bloodline, or from other spells from that tradition to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell rank.

    You add to this spell repertoire as you increase in level. Each time you get a spell slot (see the Sorcerer Spells per Day table above), you add a spell to your spell repertoire of the same rank. When you gain a new rank of spells, your first new spell is always the sorcerous gift spell for that rank that's listed in your bloodline, but you can choose the other spells. At 2nd level, you select another 1st-rank spell; at 3rd level, you gain a new spell from your bloodline and two other 2nd-rank spells, and so on. When you add spells, you might select a higher-rank version of a spell you already know so that you can cast a heightened version of that spell.

    Though you gain them at the same rate, your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, it wouldn't give you another spell slot or vice versa.

    Swapping Spells in Your Repertoire

    As you gain new spells in your spell repertoire, you might want to replace some of the spells you previously learned. Each time you gain a level and learn new spells, you can swap out one of your old spells for a different spell of the same rank. This spell can be a cantrip, but you can't swap out bloodline spells. You can also swap out spells by retraining during downtime.

    Summoner The collection of spells you can cast is called your spell repertoire. At 1st level, you learn two 1st-rank spells of your choice and five cantrips of your choice. You choose these from the common spells from the tradition corresponding to your eidolon, or from other spells from that tradition to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell rank. Your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, it doesn't give you another spell slot, and vice versa.

    You add to this spell repertoire as you increase in level. Each time you get a spell slot (see Table 2–4: Summoner Spells per Day), you add a spell of the same rank to your spell repertoire. At 2nd level, you select another 1st-rank spell. At 3rd level, you add the first 2nd-rank spell to your repertoire. At 4th level you gain your second and your spell repertoire reaches its maximum size of five spells.

    At 5th level, in addition to adding two 3rd-rank spells to your repertoire, you lose your lowest rank of spell slots. Any time you lose a rank of spell slots, you lose two spells in your repertoire as well. These can come from spells you already know or out of the number of new spells you're learning. On levels in which you don't change your spell slots, you can swap out multiple spells, as described below.

    Swapping Spells in Your Repertoire

    As you gain new spells in your repertoire, you might want to replace some of the spells you previously learned. Each time you gain a level and learn new spells, you can swap out one of your old spells for a different spell of the same rank. If it's a rank at which you lose a set of lower-rank slots, you can replace the two in either order. You can also instead swap a cantrip. You can also swap out spells by retraining during downtime.

    At 6th level and every even level thereafter, you can swap out any number of your spells for different spells of a rank you can cast. When you do, you must keep at least one spell you can cast with your lowest rank of spell slots so you don't end up with slots you can't use. For instance, at 6th level you would need to keep at least one 2nd-rank spell, but all your other spells could be 3rd rank.

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    Class feature
    Sorcerous PotencyBecause of the magical power inherent in your blood, your spells that hurt or cure are stronger than those of other spellcasters. When you…

    Because of the magical power inherent in your blood, your spells that hurt or cure are stronger than those of other spellcasters. When you Cast a Spell from your spell slots that either deals damage or restores Hit Points, you gain a status bonus to that spell's damage or healing equal to the spell's rank. This applies only to the initial damage or healing the spell deals when cast. An individual creature takes this damage or benefits from this healing only once per spell, even if the spell would damage or heal that creature multiple times.

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    Class feature
    Sorcerer SpellcastingYour bloodline provides you with incredible magical power. You are a spellcaster and can cast spells using the Cast a Spell activity. The t…

    Your bloodline provides you with incredible magical power. You are a spellcaster and can cast spells using the Cast a Spell activity. The tradition from which your spells come is determined by your bloodline. As a sorcerer, you draw your power from within, and the gestures and incantations you use to shape your power might evoke the nature of your bloodline. For instance, a sorcerer with a demonic bloodline might chant guttural fiendish phrases or make brief curt gestures to cast a spell.

    Each day, you can cast up to three 1st-rank spells. You must know spells to cast them, and you learn them via the spell repertoire class feature. The number of spells you can cast each day is called your spell slots.

    As you increase in level as a sorcerer, your number of spells per day increases, as does the highest rank of spells you can cast, as shown on the Sorcerer Spells per Day table.

    Some of your spells require you to attempt a spell attack to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key attribute is Charisma, your spell attack modifier and spell DC use your Charisma modifier.

    Heightening Spells

    When you get spell slots of 2nd rank and higher, you can fill those slots with stronger versions of lower-rank spells. This increases the spell's rank, heightening it to match the spell slot. You must have a spell in your spell repertoire at the rank you want to cast it in order to heighten it to that rank. Many spells have specific improvements when they are heightened to certain ranks. The signature spells class feature lets you heighten certain spells freely.

    Cantrips

    Some of your spells are cantrips. A cantrip is a special type of spell that doesn't use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is always automatically heightened to half your level rounded up—this is usually equal to the highest rank of sorcerer spell slot you have. For example, as a 1st-level sorcerer, your cantrips are 1st-rank spells, and as a 5th-level sorcerer, your cantrips are 3rd-rank spells.

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    Class feature
    Bloodline SpellsYour bloodline grants you bloodline spells, special spells unique to your lineage. Bloodline spells are a type of focus spell. It costs 1 F…

    Your bloodline grants you bloodline spells, special spells unique to your lineage. Bloodline spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity. Unlike other characters, you don't need to do anything specific to Refocus, as the power flowing through your veins naturally replenishes your focus pool.

    Focus spells are automatically heightened to half your level rounded up, much like cantrips. Focus spells don't require spell slots; you can't cast them using spell slots. The maximum Focus Points your focus pool can hold is equal to the number of focus spells you have, but can never be more than 3 points. You learn the initial bloodline spell, which is unique to your bloodline.

    Reading a Bloodline Entry

    A bloodline entry contains the following information.

    Tradition You use this magical tradition and spell list

    Bloodline Skills You become trained in the listed skills.

    Sorcerous Gifts You automatically add the spells listed here to your spell repertoire, as described in the Spell Repertoire feature. At 1st level, you gain a cantrip and a 1st-rank spell. You learn the other spells on the list as soon as you gain the ability to cast sorcerer spells of that rank.

    Bloodline Spells You automatically gain the initial bloodline spell at 1st level and can gain more by selecting the Advanced Bloodline and Greater Bloodline feats.

    Blood Magic Whenever you cast a bloodline spell using a Focus Point or a sorcerous gift spell using a spell slot, you choose one blood magic effect you know to benefit from. You begin play with the benefit listed in your bloodline and can gain others through sorcerer feats.

    If the blood magic effect offers a choice, make it before resolving the spell. The blood magic effect occurs after resolving any checks for the spell's initial effects and, against a foe, applies only if the spell is a successful attack or the foe fails its saving throw. If the spell has an area, you must designate yourself or one target in the area when you cast the spell to be the target of the blood magic effect. All references to spell rank refer to the rank of the spell you cast.

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    2
    Skill feat
    Arcane SenseYour study of magic allows you to instinctively sense its presence. You can cast 1st-rank Detect Magic at will as an arcane innate spell. I…

    Your study of magic allows you to instinctively sense its presence. You can cast 1st-rank Detect Magic at will as an arcane innate spell. If you're a master in Arcana, the spell is heightened to 3rd rank; if you're legendary, it is heightened to 4th rank.

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    Class feat
    Reach SpellYou can extend your spells' range. If the next action you use is to Cast a Spell that has a range, increase that spell's range by 30 feet.…

    You can extend your spells' range. If the next action you use is to Cast a Spell that has a range, increase that spell's range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet.

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    3
    General feat
    Assured IdentificationYou rarely misidentify an item. When using Arcana, Nature, Occultism, or Religion checks to Identify Magic, if you roll a critical failure,…

    You rarely misidentify an item. When using Arcana, Nature, Occultism, or Religion checks to Identify Magic, if you roll a critical failure, you get a failure instead. If you would misidentify a cursed item because you roll a success but not a critical success, you simply can't identify it instead.

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    Class feature
    Signature SpellsExperience allows you to cast some spells more flexibly. For each spell rank you have access to, choose one spell of that rank to be a sign…

    Experience allows you to cast some spells more flexibly. For each spell rank you have access to, choose one spell of that rank to be a signature spell. You don't need to learn heightened versions of signature spells separately; instead, you can heighten these spells freely. If you've learned a signature spell at a higher rank than its minimum, you can also cast all its lower-rank versions without learning those separately. If you swap out a signature spell, you can choose a replacement signature spell of the same spell rank at which you learned the previous spell. You can also retrain specifically to change a signature spell to a different spell of that rank without swapping any spells; this takes as much time as retraining a spell normally does.

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    4
    Skill feat
    Recognize SpellTrigger A creature within line of sight casts a spell that you don't have prepared or in your spell repertoire, or a trap or similar object…

    Trigger A creature within line of sight casts a spell that you don't have prepared or in your spell repertoire, or a trap or similar object casts such a spell. You must be aware of the casting.

    If you are trained in the appropriate skill for the spell's tradition and it's a common spell of 2nd rank or lower, you automatically identify it (you still roll to attempt to get a critical success, but can't get a worse result than success). The highest rank of spell you automatically identify increases to 4 if you're an expert, 6 if you're a master, and 10 if you're legendary. The GM rolls a secret Arcana, Nature, Occultism, or Religion check, whichever corresponds to the tradition of the spell being cast. If you're not trained in the skill, you can't get a result better than failure.

    Critical Success You correctly recognize the spell and gain a +1 circumstance bonus to your saving throw or your AC against it.

    Success You correctly recognize the spell.

    Failure You fail to recognize the spell.

    Critical Failure You misidentify the spell as another spell entirely, of the GM's choice.

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    Class feat
    Arcane EvolutionYour arcane legacy allows you to perceive how magic affects everything. You become trained in one skill of your choice. Additionally, you c…

    Your arcane legacy allows you to perceive how magic affects everything. You become trained in one skill of your choice.

    Additionally, you can use arcane arts to tinker with your selection of spells. During your daily preparations, you can choose one spell in your spell repertoire to be a signature spell that day.

    You can use the Learn a Spell activity to add more arcane spells to the list you choose from, but if you prepare a spell that isn't in your repertoire, you temporarily add it to your repertoire at the spell rank of your choice instead of making it a signature spell.

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    5
    Ancestry feat
    Blast ResistanceAccess You are from Dongun Hold or Alkenstar. You're used to the clamor of steel, the crack of a firearm, and the thunderous blast of explo…

    Access You are from Dongun Hold or Alkenstar.

    You're used to the clamor of steel, the crack of a firearm, and the thunderous blast of explosions. You gain resistance 3 to fire and sonic. If you roll a success on a saving throw against an effect that causes the Dazzled or Deafened conditions, you get a critical success instead.

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    Attribute boostsDEX, CON, INT, CHA
    Class feature
    Magical FortitudeOracle, Sorcerer, Wizard Magical power has improved your body's resiliency. Your proficiency rank for Fortitude saves increases to expert.…

    Oracle, Sorcerer, Wizard Magical power has improved your body's resiliency. Your proficiency rank for Fortitude saves increases to expert.

    Witch Your patron's power boosts your physical resiliency. Your proficiency rank for Fortitude saves increases to expert.

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    6
    Skill feat
    Skill Training (Occultism)You become trained in the skill of your choice. Special You can select this feat multiple times, choosing a new skill to become trained in…

    You become trained in the skill of your choice.

    Special You can select this feat multiple times, choosing a new skill to become trained in each time.

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    Class feat
    Detonating SpellYour spell becomes volatile and explosive. If the next action you use is to Cast a Spell that deals damage to a single target and the spell…

    Your spell becomes volatile and explosive. If the next action you use is to Cast a Spell that deals damage to a single target and the spell successfully damages that target, the spell explodes, dealing splash damage equal to the rank of the spell cast to adjacent creatures. Unlike normally, this splash damage doesn't apply to the target. The splash damage dealt is of the same type the spell deals.

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    7
    General feat
    Untrained ImprovisationYou've learned how to handle situations when you're out of your depth. Your proficiency bonus to untrained skill checks is equal to your le…

    You've learned how to handle situations when you're out of your depth. Your proficiency bonus to untrained skill checks is equal to your level –2. This improves to your level –1 at 5th level and your full level at 7th level. This doesn't allow you to use the skill's trained actions.

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    8
    Skill feat
    Class feat
    9
    Ancestry feat
    10
    Skill feat
    Attribute boosts
    Class feat
    11
    General feat
    12
    Skill feat
    Class feat
    13
    Ancestry feat
    14
    Skill feat
    Class feat
    15
    General feat
    Attribute boosts
    16
    Skill feat
    Class feat
    17
    Ancestry feat
    18
    Skill feat
    Class feat
    19
    General feat
    20
    Skill feat
    Attribute boosts
    Class feat

    Bonus & granted feats

    • Bloodline: Imperialfrom BloodlineOne of your ancestors was a mortal who mastered magic. Tradition arcane Bloodline Skills Arcana, Society Sorcerous Gifts cantrip Detect Mag…

      One of your ancestors was a mortal who mastered magic.

      Tradition arcane

      Bloodline Skills Arcana, Society

      Sorcerous Gifts cantrip Detect Magic, 1st: Force Barrage, 2nd: Dispel Magic, 3rd: Haste, 4th: Translocate, 5th: Scouting Eye, 6th: Disintegrate, 7th: Retrocognition, 8th: Quandary, 9th: Implosion

      Bloodline Spells initial: Ancestral Memories, advanced: Extend Blood Magic, greater: Arcane Countermeasure

      Blood Magic—Imperious Defense Raw magic emanates from every cell in your body, protecting you. Until the start of your next turn, you gain your choice of either a +1 status bonus to AC or a +1 status bonus to saving throws.

      Effect: Imperial Blood Magic

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    • Specialty Crafting (Blacksmithing)Your training focused on Crafting one particular kind of item. Select one of the specialties listed below; you gain a +1 circumstance bonus…

      Your training focused on Crafting one particular kind of item. Select one of the specialties listed below; you gain a +1 circumstance bonus to Crafting checks to Craft items of that type. If you are a master in Crafting, this bonus increases to +2. If it's unclear whether the specialty applies, the GM decides. Some specialties might apply only partially. For example, if you were making a morningstar and had specialty in woodworking, the GM might give you half your bonus because the item requires both blacksmithing and woodworking.

      Specialty Applicable Items

      Alchemy* Alchemical items such as elixirs

      Artistry Fine art, including jewelry

      Blacksmithing Durable metal goods, including metal armor

      Bookmaking Books and paper

      Glassmaking Glass, including glassware and windows

      Leatherworking Leather goods, including leather armor

      Pottery Ceramic goods

      Shipbuilding Ships and boats

      Stonemasonry Stone goods and structures

      Tailoring Clothing

      Weaving Textiles, baskets, and rugs

      Woodworking Wooden goods and structures

      * You must have the Alchemical Crafting skill feat to Craft alchemical items.

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    • Expert SpellcasterAnimist The magic of the spirits flows freely through you. Your proficiency ranks for spell attack modifier and spell DC increase to expert…

      Animist The magic of the spirits flows freely through you. Your proficiency ranks for spell attack modifier and spell DC increase to expert.

      Bard Your magical techniques grow stronger. Your proficiency ranks for spell attack modifiers and spell DCs increase to expert.

      Druid Your command of primal forces has deepened, empowering your spells. Your proficiency ranks for spell attack modifier and spell DC increase to expert.

      Magus Your fundamental understanding of magic improves, making your spells harder to resist. Your proficiency ranks for arcane spell attack rolls and spell DCs increase to expert.

      Oracle The intricacy of your divine power has grown clearer over time. Your proficiency ranks for divine spell attack rolls and spell DCs increase to expert.

      Psychic Self-reflection has brought you greater knowledge of yourself and, with it, psychic power. Your proficiency ranks for occult spell attack rolls and spell DCs increase to expert.

      Sorcerer Your inherent magic responds easily and powerfully to your command. Your proficiency ranks for spell attack modifier and spell DC for spells of your bloodline's tradition increase to expert.

      Summoner As your connection to your eidolon deepens, the power of your spells increases. Your proficiency ranks for spell attack modifier and spell DC for spells of your eidolon's tradition increase to expert.

      Witch You've learned to better control the power your patron has granted you. Your proficiency ranks for spell attack modifier and spell DC increase to expert.

      Wizard Extended practice of the arcane has improved your capabilities. Your proficiency ranks for spell attack modifier and spell DC increase to expert.

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    Inventory

    Bulk carried
    5; 5L
    Encumbered above
    5
    Maximum
    10
    PP
    0
    GP
    7
    SP
    1
    CP
    6
    • Clan DaggerWorn · L BulkThis broad dagger is carried by dwarves as a weapon, tool, and designation of clan. Losing or having to surrender a clan dagger is consider…

      This broad dagger is carried by dwarves as a weapon, tool, and designation of clan. Losing or having to surrender a clan dagger is considered a mark of embarrassment to most dwarves.

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    • WarhammerWorn · 1 BulkThis weapon has a wooden shaft ending in a large, heavy metal head. The head of the hammer might be single-sided or double-sided, but it's…

      This weapon has a wooden shaft ending in a large, heavy metal head. The head of the hammer might be single-sided or double-sided, but it's always capable of delivering powerful bludgeoning blows.

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    • DaggerWorn · L BulkThis small, bladed weapon is held in one hand and used to stab a creature in close combat. It can also be thrown.

      This small, bladed weapon is held in one hand and used to stab a creature in close combat. It can also be thrown.

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    • CrossbowHeld (2 hands) · 1 BulkThis ranged weapon has a bow-like assembly mounted on a handled frame called a tiller. The tiller has a mechanism to lock the bowstring in…

      This ranged weapon has a bow-like assembly mounted on a handled frame called a tiller. The tiller has a mechanism to lock the bowstring in place, attached to a trigger mechanism that releases the tension and launches a bolt.

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    • BucklerHeld · L BulkThis very small shield is a favorite of duelists and quick, lightly armored warriors. It's typically made of steel and strapped to your for…

      This very small shield is a favorite of duelists and quick, lightly armored warriors. It's typically made of steel and strapped to your forearm. You can Raise a Shield with your buckler as long as you have that hand free or are holding a light object that's not a weapon in that hand.

      Hardness HP BT

      3 6 3

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    • DaggerWorn · L BulkThis small, bladed weapon is held in one hand and used to stab a creature in close combat. It can also be thrown.

      This small, bladed weapon is held in one hand and used to stab a creature in close combat. It can also be thrown.

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    • Explorer's ClothingWorn · L BulkAdventurers who don't wear armor travel in durable clothing. Though it's not armor and uses your unarmored defense proficiency, it still ha…

      Adventurers who don't wear armor travel in durable clothing. Though it's not armor and uses your unarmored defense proficiency, it still has a Dex Cap and can grant an item bonus to AC if etched with potency runes.

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    • Bolts ×6Worn · 6L BulkShorter than traditional arrows but similar in construction, bolts are the ammunition used by crossbows.

      Shorter than traditional arrows but similar in construction, bolts are the ammunition used by crossbows.

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    • BackpackWorn · L BulkA backpack holds up to 4 Bulk of items and the first 2 Bulk of these items don't count against your Bulk limits. If you're carrying or stow…

      A backpack holds up to 4 Bulk of items and the first 2 Bulk of these items don't count against your Bulk limits. If you're carrying or stowing the pack rather than wearing it on your back, its Bulk is light instead of negligible

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      • CaltropsWorn · L BulkThese four-pronged metal spikes can cause damage to a creature's feet. You can scatter caltrops in an empty square adjacent to you with an…

        These four-pronged metal spikes can cause damage to a creature's feet. You can scatter caltrops in an empty square adjacent to you with an Interact action. The first creature that moves into that square must succeed at a DC 14 Acrobatics check or take 1d4 piercing damage and 1 bleed damage. A creature taking persistent bleed damage from caltrops takes a -5-foot penalty to its Speed. Spending an Interact action to pluck the caltrops free reduces the DC to stop the bleeding. Once a creature takes damage from caltrops, enough caltrops are ruined that other creatures moving into the square are safe. Deployed caltrops can be salvaged and reused if no creatures took damage from them. Otherwise, enough caltrops are ruined that they can't be salvaged.

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      • Signal WhistleWorn · — BulkWhen sounded, a signal whistle can be heard clearly up to half a mile away across open terrain.

        When sounded, a signal whistle can be heard clearly up to half a mile away across open terrain.

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      • Ten-Foot PoleWorn · 1 BulkWhen wielding this long pole, you can use Seek to search a square up to 10 feet away. The pole is not sturdy enough to use as a weapon.

        When wielding this long pole, you can use Seek to search a square up to 10 feet away. The pole is not sturdy enough to use as a weapon.

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      • Crafter's EyepieceWorn · — BulkThis rugged metal eyepiece etched with square patterns is designed to be worn over a single eye. Twisting the lens reveals a faint three-di…

        This rugged metal eyepiece etched with square patterns is designed to be worn over a single eye. Twisting the lens reveals a faint three-dimensional outline of an item you plan to build or repair, with helpful labels on the component parts.

        While worn, this eyepiece gives you a +1 item bonus to Crafting checks. When you Repair an item, increase the Hit Points restored by 15 per proficiency rank instead of 10.

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      • Cape of JusticeWorn · L BulkWhile Yaezhing is feared and seldom worshipped in the open, some regions of Tian Xia see him as a god of necessary evil and their only hope…

        While Yaezhing is feared and seldom worshipped in the open, some regions of Tian Xia see him as a god of necessary evil and their only hope for justice. This garment is often worn by bounty hunters or priests of Yaezhing, yet non-worshippers of the god of harsh justice sometimes wear this item without fear of religious persecution. The red cape appears almost black while in the shadows, with a lighter red mandala pattern on it that resembles a shuriken.

        When you invest a cape of justice, you must designate a single creature as your offender. You must have met the creature before, or the creature should have a persona well known to the public (for instance, a bandit's epithet, if not their face as shown on a wanted poster). You gain a +1 item bonus to Demoralize this creature. If you don't designate a creature as your offender when you invest the cape of justice, or if 24 hours pass without you either slaying or capturing your offender, your thoughts become worried and distracted and you take a –1 item penalty to Perception checks for the next 24 hours.

        Effect: Cape of Justice (Distracted)

        Activate 1 command, Interact (force)

        Frequency once per hour

        Effect By using a free hand to grab the edge of your cape and give it a quick flourish, you cause a red, shuriken-shaped bolt of force to fire at a target within 60 feet that you can see. The shuriken hits automatically and deals (1d4+1) force damage, or (2d4+2) force damage if the target is your designated offender. If the target is within 30 feet, you can attempt to Demoralize the target as a free action after the shuriken strikes them.

        Activate 2 command, Interact (incapacitation)

        Frequency once per day

        Effect You produce manacles from the cape and then fling them at a Medium or Small bipedal target within 30 feet. The target must attempt a DC 18 Reflex save.

        Critical Success The target is unaffected, and the manacles vanish.

        Success The manacles strike the target's legs but fail to latch properly. The target is Off-Guard until the start of your next turn, at which point the manacles vanish.

        Failure The manacles lock on the target's legs, causing the target to take a –15-foot circumstance penalty to its Speeds for 1 minute, or until it Escapes or is freed by someone using Pick a Lock (DC 18), after which the manacles vanish.

        Critical Failure As failure, but the target is Immobilized for as long as the manacles remain in place.

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      • Financial PaperworkWorn · — BulkPaperwork that lays bare the fact that the teahouse’s financial troubles began long before Lung Wa collapsed. The papers also include a doc…

        Paperwork that lays bare the fact that the teahouse’s financial troubles began long before Lung Wa collapsed. The papers also include a document titled “The Last Will and Testament of Qing Mai-Lai”.

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      • BedrollWorn · L BulkA rolled up bed.
      • Flint and SteelWorn · — BulkFlint and steel are useful in creating a fire if you have the time to catch a spark, though using them is typically too time-consuming to b…

        Flint and steel are useful in creating a fire if you have the time to catch a spark, though using them is typically too time-consuming to be practical during an encounter. Even in ideal conditions, using flint and steel to light a flame requires using at least 3 actions, and often significantly longer.

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      • RopeWorn · L Bulk50 feet of rope.
      • Torch ×5Worn · 5L BulkA torch sheds bright light in a 20-foot radius (and dim light to the next 20 feet) for 1 hour. It can be used as an improvised weapon that…

        A torch sheds bright light in a 20-foot radius (and dim light to the next 20 feet) for 1 hour. It can be used as an improvised weapon that deals 1d4 bludgeoning damage plus 1 fire damage.

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      • WaterskinWorn · L BulkWhen it's full, a waterskin contains roughly 1 day's worth of water for a Small or Medium creature.

        When it's full, a waterskin contains roughly 1 day's worth of water for a Small or Medium creature.

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      • SoapWorn · — BulkBar of soap.
      • Chalk ×10Worn · — Bulk
      • RationsWorn · L Bulk
      • Candle ×5Worn · — BulkA lit candle sheds dim light in a 10‐foot radius for 8 hours.

        A lit candle sheds dim light in a 10‐foot radius for 8 hours.

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    • Staff of FireWorn · 1 BulkThis staff resembles a blackened and burned length of ashen wood. You can Interact to touch the tip of this staff to a torch, tinder, or a…

      This staff resembles a blackened and burned length of ashen wood. You can Interact to touch the tip of this staff to a torch, tinder, or a flammable substance to ignite a flame.

      Activate Cast a Spell

      Effect You expend a number of charges from the staff to cast a spell from its list.

      • Cantrip Ignition

      • 1st Breathe Fire

      Craft Requirements Supply one casting of all listed ranks of all listed spells.

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    • Delicate Clay VialWorn · L BulkFunctions as a moderate Ghost Charge Usage held in 1 hand Activate A Strike These spring-loaded metal canisters contain a mixture of chemic…

      Functions as a moderate Ghost Charge

      Usage held in 1 hand

      Activate A Strike

      These spring-loaded metal canisters contain a mixture of chemicals and salts that drain and disintegrate nearby undead creatures.

      A ghost charge gives a +1 item bonus to attack rolls, deals 2d8 positive damage and 2 positive splash damage, though as usual for positive damage, this damage harms only undead and creatures with negative healing. A primary target that takes damage from a ghost charge becomes Enfeebled 1 until the start of your next turn.

      Ghost charges are designed to explode even on contact with a spiritual substance, making them ideal for damaging incorporeal undead.

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    • Clot of Crystallized BloodWorn · — BulkEach of these clots is a fear gem talisman. Usage affixed to a weapon Activate D Intimidating Strike Dark smoke seems to writhe within this…

      Each of these clots is a fear gem talisman.

      Usage affixed to a weapon

      Activate D Intimidating Strike

      Dark smoke seems to writhe within this obsidian gem. When you activate the gem, you make an Intimidating Strike, as the fighter feat.

      If you have the Intimidating Strike feat, increase the frightened condition value from this Intimidating Strike to Frightened 2, or Frightened 3 on a critical hit.

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    • Bright Blue OrchidWorn · L BulkFunctions as Healing Vapor (Lesser) Activate 3 Interact Healing vapor is a substance that accelerates natural recovery processes by dispers…

      Functions as Healing Vapor (Lesser)

      Activate 3 Interact

      Healing vapor is a substance that accelerates natural recovery processes by dispersing a mist infused with a variety of reagents typically used for healing and recovery. When deployed from a sealed container, the vapors fill a type:burst|distance:5, last for 10 minutes, and can affect up to four living creatures at one time. Any creatures beyond the first four gain no benefit, though if a creature leaves before the duration is over, a new creature that enters can benefit from the mist. A creature benefiting from the vapors regains 1 Hit Point every 2 minutes. While affected, a creature also gains a +1 item bonus to saving throws against diseases and poisons. If the areas of more than one healing vapor overlap, only the strongest applies to creatures inside overlapping areas. Strong wind disperses the mist, rendering it ineffective while the wind blows.

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    • Scroll of Prophet's Luck (Rank 4)Worn · L BulkProphet's Luck Casting a Spell from a scroll requires holding the scroll in one hand and activating it with a Cast a Spell activity using t…

      Prophet's Luck

      Casting a Spell from a scroll requires holding the scroll in one hand and activating it with a Cast a Spell activity using the normal number of actions for that spell.

      To Cast a Spell from a scroll, the spell must appear on your spell list. Because you're the one Casting the Spell, use your spell attack roll and spell DC. The spell also gains the appropriate trait for your tradition (arcane, divine, occult, or primal).

      Any physical material components and costs are provided when a scroll is created, so you don't need to provide them when Casting a Spell from a scroll. You must replace any required material component for that spell with a somatic component. If the spell requires a focus, you must have that focus to Cast the Spell from a scroll.

      Note: To create a scroll or wand of a specific spell, drag the spell from the compendium or compendium browser into the inventory of a PC, NPC, or loot actor.

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    • Battle AxeWorn · 1 BulkBane: Fiend These axes are designed explicitly as weapons, rather than tools. They typically weigh less, with a shaft reinforced with metal…

      Bane: Fiend

      These axes are designed explicitly as weapons, rather than tools. They typically weigh less, with a shaft reinforced with metal bands or bolts, and have a sharper blade, making them ideal for chopping limbs rather than wood.

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    Actions & reactions

    Actions and activities

    • Avoid NoticeExplorationYou attempt a Stealth check to avoid notice while traveling at half speed. If you're Avoiding Notice at the start of an encounter, you usua…

      You attempt a Stealth check to avoid notice while traveling at half speed. If you're Avoiding Notice at the start of an encounter, you usually roll a Stealth check instead of a Perception check both to determine your initiative and to see if the enemies notice you (based on their Perception DCs, as normal for Sneak, regardless of their initiative check results).

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    • Detect MagicConcentrateExplorationYou cast Detect Magic at regular intervals. You move at half your travel speed or slower. You have no chance of accidentally overlooking a…

      You cast Detect Magic at regular intervals. You move at half your travel speed or slower. You have no chance of accidentally overlooking a magic aura at a travel speed up to 300 feet per minute, but must be traveling no more than 150 feet per minute to detect magic auras before the party moves into them.

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    • Follow the ExpertAuditoryConcentrateExplorationVisualChoose an ally attempting a recurring skill check while exploring, such as climbing, or performing a different exploration tactic that requ…

      Choose an ally attempting a recurring skill check while exploring, such as climbing, or performing a different exploration tactic that requires a skill check (like Avoiding Notice). The ally must be at least an expert in that skill and must be willing to provide assistance. While Following the Expert, you match their tactic or attempt similar skill checks.

      Thanks to your ally's assistance, you can add your level as a proficiency bonus to the associated skill check, even if you're untrained. Additionally, you gain a circumstance bonus to your skill check based on your ally's proficiency (+2 for expert, +3 for master, and +4 for legendary).

      Effect: Follow The Expert

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    • Gather InformationExplorationSecretYou canvass local markets, taverns, and gathering places in an attempt to learn about a specific individual or topic. The GM determines the…

      You canvass local markets, taverns, and gathering places in an attempt to learn about a specific individual or topic. The GM determines the DC of the Diplomacy check and the amount of time it takes (typically 2 hours, but sometimes more), along with any benefit you might be able to gain by spending coin on bribes, drinks, or gifts.

      Success You collect information about the individual or topic. The GM determines the specifics.

      Critical Failure You collect incorrect information about the individual or topic.

      Sample Gather Information Tasks

      • Untrained talk of the town

      • Trained common rumor

      • Expert obscure rumor, poorly guarded secret

      • Master well-guarded or esoteric information

      • Legendary information known only to an incredibly select few, or only to extraordinary beings

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    • HustleExplorationMoveYou strain yourself to move at double your travel speed. You can Hustle only for a number of minutes equal to your Constitution modifier ×…

      You strain yourself to move at double your travel speed. You can Hustle only for a number of minutes equal to your Constitution modifier × 10 (minimum 10 minutes). If you are in a group that is Hustling, use the lowest Constitution modifier among everyone to determine how fast the group can Hustle together.

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    • Identify MagicConcentrateExplorationSecretOnce you discover that an item, location, or ongoing effect is magical, you can spend 10 minutes to try to identify the particulars of its…

      Once you discover that an item, location, or ongoing effect is magical, you can spend 10 minutes to try to identify the particulars of its magic. If your attempt is interrupted, you must start over. The GM sets the DC for your check. Cursed magic or esoteric subjects usually have higher DCs or might even be impossible to identify using this activity alone. Heightening a spell doesn't increase the DC to identify it.

      Critical Success You learn all the attributes of the magic, including its name (for an effect), what it does, any means of activating it (for an item or location), and whether it is cursed.

      Success For an item or location, you get a sense of what it does and learn any means of activating it. For an ongoing effect (such as a spell with a duration), you learn the effect's name and what it does. You can't try again in hopes of getting a critical success.

      Failure You fail to identify the magic and can't try again for 1 day.

      Critical Failure You misidentify the magic as something else of the GM's choice.

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    • RefocusConcentrateExplorationRequirements You have a focus pool. You spend 10 minutes performing deeds to restore your magical connection. This restores 1 Focus Point t…

      Requirements You have a focus pool.

      You spend 10 minutes performing deeds to restore your magical connection. This restores 1 Focus Point to your focus pool. The deeds you need to perform are specified in the class or ability that gives you your focus spells. These deeds can usually overlap with other tasks that relate to the source of your focus spells. For instance, a cleric with focus spells from a holy deity can usually Refocus while tending the wounds of their allies.

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    • ResearchConcentrateExplorationLinguisticYou comb through information to learn more about the topic at hand. Choose your research topic, section of the library, or other division d…

      You comb through information to learn more about the topic at hand. Choose your research topic, section of the library, or other division depending on the form of research, and attempt a skill check. The skills to use and the DC for the check depend on the choice you made.

      Critical Success You gain 2 RP.

      Success You gain 1 RP.

      Critical Failure You make a false discovery and lose 1 RP.

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    • ScoutConcentrateExplorationYou scout ahead and behind the group to watch danger, moving at half speed. At the start of the next encounter, every creature in your part…

      You scout ahead and behind the group to watch danger, moving at half speed. At the start of the next encounter, every creature in your party gains a +1 circumstance bonus to their initiative rolls.

      Effect: Scout

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    • SearchConcentrateExplorationYou Seek meticulously for hidden doors, concealed hazards, and so on. You can usually make an educated guess as to which locations are best…

      You Seek meticulously for hidden doors, concealed hazards, and so on. You can usually make an educated guess as to which locations are best to check and move at half speed, but if you want to be thorough and guarantee you checked everything, you need to travel at a Speed of no more than 300 feet per minute, or 150 feet per minute to ensure you check everything before you walk into it. You can always move more slowly while Searching to cover the area more thoroughly, and the Expeditious Search feat increases these maximum Speeds. If you come across a secret door, item, or hazard while Searching, the GM will attempt a free secret check to Seek to see if you notice the hidden object or hazard. In locations with many objects to search, you have to stop and spend significantly longer to search thoroughly.

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    • TrackConcentrateExplorationMoveYou follow tracks, moving at up to half your travel Speed, using the Travel Speed rules. After a successful check to Track, you can continu…

      You follow tracks, moving at up to half your travel Speed, using the Travel Speed rules. After a successful check to Track, you can continue following the tracks at half your Speed without attempting additional checks for up to 1 hour.

      In some cases, you might Track in an encounter. In this case, Track is a single action and doesn't have the exploration trait, but you might need to roll more often because you're in a tense situation. The GM determines how often you must attempt this check.

      You attempt your Survival check when you start Tracking, once every hour you continue tracking, and any time something significant changes in the trail. The GM determines the DCs for such checks, depending on the freshness of the trail, the weather, and the type of ground.

      Sample Track Tasks

      • Untrained the path of a large army following a road

      • Trained relatively fresh tracks of a rampaging bear through the plains

      • Expert a nimble panther's tracks through a jungle, tracks obscured by rainfall

      • Master tracks obscured by winter snow, tracks of a mouse or smaller creature, tracks left on surfaces that can't hold prints like bare rock

      • Legendary old tracks through a windy desert's sands, tracks obscured by a major blizzard or hurricane

      Success You find the trail or continue to follow the one you're already following.

      Failure You lose the trail but can try again after a 1-hour delay.

      Critical Failure You lose the trail and can't try again for 24 hours.

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    • Long-Term RestDowntimeYou can spend an entire day and night resting during downtime to recover Hit Points equal to your Constitution modifier (minimum 1) multipl…

      You can spend an entire day and night resting during downtime to recover Hit Points equal to your Constitution modifier (minimum 1) multiplied by twice your level.

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    • CleanDowntimeManipulateYou spend the day cleaning-hauling out broken furniture, disposing of detritus, and making rooms clear enough to begin repairs. Citadel Alt…

      You spend the day cleaning-hauling out broken furniture, disposing of detritus, and making rooms clear enough to begin repairs. Citadel Altaerein requires 8 days of cleaning before any other basic repair activities can begin. Cleaning does not require a Crafting check, nor does it cost gold.

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    • Earn IncomeDowntimeYou can use a skill to earn money during downtime. You must be trained in the skill to do so. This takes time to set up, and your income de…

      You can use a skill to earn money during downtime. You must be trained in the skill to do so. This takes time to set up, and your income depends on your proficiency rank and how lucrative a task you can find. Because this process requires a significant amount of time and involves tracking things outside the progress of adventures, it won't come up in every campaign. The most typical ways to earn income, detailed further in this section are:

      • Crafting goods for the market (Crafting)

      • Practicing a Trade (Lore)

      • Staging a Performance (Performance)

      In some cases, the GM might let you use a different skill to Earn Income through specialized work. Usually, this is scholarly work, such as using Religion in a monastery to study old texts—but giving sermons at a church would still fall under Performance instead of Religion. You also might be able to use physical skills to make money, such as using Acrobatics to perform feats in a circus or Thievery to pick pockets. If you're using a skill other than Crafting, Lore, or Performance, the DC tends to be significantly higher.

      Earn Income

      Downtime

      You use one of your skills to make money during downtime. The GM assigns a task level representing the most lucrative job available. You can search for lower-level tasks, with the GM determining whether you find any. Sometimes you can attempt to find better work than the initial offerings, though this takes time and requires using the Diplomacy skill to Gather Information, doing some research, or socializing.

      When you take on a job, the GM secretly sets the DC of your skill check. After your first day of work, you roll to determine your earnings. You gain an amount of income based on your result, the task's level, and your proficiency rank (as listed on the Income Earned table).

      You can continue working at the task on subsequent days without needing to roll again. For each day you spend after the first, you earn the same amount as the first day, up until the task's completion. The GM determines how long you can work at the task. Most tasks last a week or two, though some can take months or even years.

      Table 4-2: Income Earned

      Task LevelFailureTrainedExpertMasterLegendary

      01 cp5 cp5 cp5 cp5 cp

      12 cp2 sp2 sp2 sp2 sp

      24 cp3 sp3 sp3 sp3 sp

      38 cp5 sp5 sp5 sp5 sp

      41 sp7 sp8 sp8 sp8 sp

      52 sp9 sp1 gp1 gp1 gp

      63 sp1 gp, 5 sp2 gp2 gp2 gp

      74 sp2 gp2 gp, 5 sp2 gp, 5 sp2 gp, 5 sp

      85 sp2 gp, 5 sp3 gp3 gp3 gp

      96 sp3 gp4 gp4 gp4 gp

      107 sp4 gp5 gp6 gp6 gp

      118 sp5 gp6 gp8 gp8 gp

      129 sp6 gp8 gp10 gp10 gp

      131 gp7 gp10 gp15 gp15 gp

      141 gp, 5 sp8 gp15 gp20 gp20 gp

      152 gp10 gp20 gp28 gp28 gp

      162 gp, 5 sp13 gp25 gp36 gp40 gp

      173 gp15 gp30 gp45 gp55 gp

      184 gp20 gp45 gp70 gp90 gp

      196 gp30 gp60 gp100 gp130 gp

      208 gp40 gp75 gp150 gp200 gp

      20 (critical success)-50 gp90 gp175 gp300 gp

      Critical Success You do outstanding work. Gain the amount of currency listed for the task level + 1 and your proficiency rank.

      Success You do competent work. Gain the amount of currency listed for the task level and your proficiency rank.

      Failure You do shoddy work and get paid the bare minimum for your time. Gain the amount of currency listed in the failure column for the task level. The GM will likely reduce how long you can continue at the task.

      Critical Failure You earn nothing for your work and are fired immediately. You can't continue at the task. Your reputation suffers, potentially making it difficult for you to find rewarding jobs in that community in the future.

      Sample Earn Income Tasks

      These examples use Alcohol Lore to work in a bar or Legal Lore to perform legal work.

      • Trained bartend, do legal research

      • Expert curate drink selection, present minor court cases

      • Master run a large brewery, present important court cases

      • Legendary run an international brewing franchise, present a case in Hell's courts

      Crafting Goods for the Market [Crafting]

      Using Crafting, you can work at producing common items for the market. It's usually easy to find work making basic items whose level is 1 or 2 below your settlement's level.

      Higher-level tasks represent special commissions, which might require you to Craft a specific item using the Craft downtime activity and sell it to a buyer at full Price. These opportunities don't occur as often and might have special requirements—or serious consequences if you disappoint a prominent client.

      Practicing a Trade [Lore]

      You apply the practical benefits of one of your Lore specialties during downtime by practicing your trade. This is most effective for Lore specialties such as business, law, or sailing, where there's high demand for workers. The GM might increase the DC or determine only low-level tasks are available if you're attempting to use an obscure Lore skill to earn income. You might also need specialized tools to accept a job, like mining tools to work in a mine or a merchant's scale to buy and sell valuables in a market.

      Staging a Performance [Performance]

      You perform for an audience to make money. The available audiences determine the level of your task, since more discerning audiences are harder to impress but provide a bigger payout. The GM determines the task level based on the audiences available. Performing for a typical audience of commoners on the street is a level 0 task, but a performance for a group of artisans with more refined tastes might be a 2nd- or 3rd-level task, and ones for merchants, nobility, and royalty are increasingly higher level.

      Your degree of success determines whether you moved your audience and whether you were rewarded with applause or rotten fruit.

      Ending or Interrupting Tasks

      When a task you're doing is complete, or if you stop in the middle of one, you normally have to find a new task if you want to keep Earning Income. For instance, if you quit your job working at the docks, you'll need to find another place of employment instead of picking up where you left off. This usually takes 1 day or more of downtime looking for leads on new jobs.

      However, you might pause a task due to an adventure or event that wouldn't prevent you from returning to the old job later. The GM might decide that you can pick up where you left off, assuming the task hasn't been completed by others in your absence. Whether you roll a new skill check when you resume is also up to the GM. Generally speaking, if you had a good initial roll and want to keep it, you can, but if you had a bad initial roll, you can't try for a better one by pausing to do something else. If your statistics changed during the break—usually because you leveled up while adventuring—you can attempt a new check.

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    • GossipDowntimeSecretYou seek out rumors about the infiltration's target. Attempt a normal, hard, or very hard Diplomacy check. Critical Success You gain inside…

      You seek out rumors about the infiltration's target. Attempt a normal, hard, or very hard Diplomacy check.

      Critical Success You gain inside information about the location or group you're trying to infiltrate. This grants you a +2 circumstance bonus to future checks you attempt for preparation activities for this infiltration. If you share this information, those you share it with also gain this bonus.

      Success You gain inside information about the place or group you're attempting to infiltrate that aids your planning.

      Failure You learn nothing.

      Critical Failure You hear a few mistaken rumors and take a -2 circumstance penalty to your next check for a preparation activity. Word spreads around that you're asking after that group or individual, increasing your Awareness Points by 1.

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    • Influence RumorDowntimeYou spend at least 1 day of downtime attempting to manipulate the course, tone, or content of a rumor to your benefit. You need to succeed…

      You spend at least 1 day of downtime attempting to manipulate the course, tone, or content of a rumor to your benefit. You need to succeed at a Diplomacy check to shift the rumor as you intend. The difficulty is determined by the GM based on the size of the community, the relative perceptiveness of the inhabitants, and the agency of other rumormongers, but it typically is no lower than DC 15 for a small village, DC 20 for a town, DC 30 for a city, or DC 40 for a metropolis.

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    • Reach Spell◆BardClericConcentrateDruidOracleSorcererSpellshapeWitchWizardYou can extend your spells' range. If the next action you use is to Cast a Spell that has a range, increase that spell's range by 30 feet.…

      You can extend your spells' range. If the next action you use is to Cast a Spell that has a range, increase that spell's range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet.

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    • Detonating Spell◆ClericConcentrateOracleSorcererSpellshapeWitchWizardYour spell becomes volatile and explosive. If the next action you use is to Cast a Spell that deals damage to a single target and the spell…

      Your spell becomes volatile and explosive. If the next action you use is to Cast a Spell that deals damage to a single target and the spell successfully damages that target, the spell explodes, dealing splash damage equal to the rank of the spell cast to adjacent creatures. Unlike normally, this splash damage doesn't apply to the target. The splash damage dealt is of the same type the spell deals.

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    Free actions and reactions

    • Seasonal Boon (Close Ties)◇Frequency only once per season Trigger Someone in the party makes an NPC in Willowshore friendly Effect Your reputation precedes you, even…

      Frequency only once per season

      Trigger Someone in the party makes an NPC in Willowshore friendly

      Effect Your reputation precedes you, even if you aren't the one making the attempt to influence an NPC. The NPC is made helpful instead of friendly. Making an NPC helpful can unlock additional support from their location in Willowshore—your GM has more information about this mechanic.

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    • Recognize Spell⤾GeneralSecretSkillTrigger A creature within line of sight casts a spell that you don't have prepared or in your spell repertoire, or a trap or similar object…

      Trigger A creature within line of sight casts a spell that you don't have prepared or in your spell repertoire, or a trap or similar object casts such a spell. You must be aware of the casting.

      If you are trained in the appropriate skill for the spell's tradition and it's a common spell of 2nd rank or lower, you automatically identify it (you still roll to attempt to get a critical success, but can't get a worse result than success). The highest rank of spell you automatically identify increases to 4 if you're an expert, 6 if you're a master, and 10 if you're legendary. The GM rolls a secret Arcana, Nature, Occultism, or Religion check, whichever corresponds to the tradition of the spell being cast. If you're not trained in the skill, you can't get a result better than failure.

      Critical Success You correctly recognize the spell and gain a +1 circumstance bonus to your saving throw or your AC against it.

      Success You correctly recognize the spell.

      Failure You fail to recognize the spell.

      Critical Failure You misidentify the spell as another spell entirely, of the GM's choice.

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    Spells

    Arcane Spontaneous Spells

    Arcane · Spontaneous · CHA

    Spell attackE
    +15
    CHA 4 + Expert 11
    Spell DCE
    25
    10 + CHA 4 + Expert 11
    Rank1234
    Slots / day4443
    Remaining4443

    Cantrips

    • Frostbite◆◆CantripColdConcentrateManipulateAn orb of biting cold coalesces around your target, freezing its body. The target takes 2d4 cold damage with a basic Fortitude save. On a c…

      An orb of biting cold coalesces around your target, freezing its body. The target takes 2d4 cold damage with a basic Fortitude save. On a critical failure, the target also gains weakness 1 to bludgeoning until the start of your next turn.

      Spell Effect: Frostbite

      Heightened (+1) The damage increases by 1d4 and the weakness on a critical failure increases by 1.

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    • Prestidigitation◆◆CantripConcentrateManipulateThe simplest magic does your bidding. You can perform simple magical effects for as long as you Sustain the spell. Each time you Sustain th…

      The simplest magic does your bidding. You can perform simple magical effects for as long as you Sustain the spell. Each time you Sustain the spell, you can choose one of four options.

      • Cook Cool, warm, or flavor 1 pound of nonliving material.

      • Lift Slowly lift an unattended object of light Bulk or less 1 foot off the ground.

      • Make Create a temporary object of negligible Bulk, made of congealed magical substance. The object looks crude and artificial and is extremely fragile-it can't be used as a tool, weapon, or locus or cost for a spell.

      • Tidy Color, clean, or soil an object of light Bulk or less. You can affect an object of 1 Bulk with 10 rounds of concentration, and a larger object at 1 minute per Bulk.

      Prestidigitation can't deal damage or cause adverse conditions. Any actual change to an object (beyond what is noted above) persists only as long as you Sustain the spell.

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    • Shield◆CantripConcentrateForceYou raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the sta…

      You raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn't require a hand to use.

      While the spell is in effect, you can use the Shield Block reaction with your magic shield. The shield has Hardness 5. You can use the spell's reaction to reduce damage from any spell or magical effect, even if it doesn't deal physical damage. After you use Shield Block, the spell ends and you can't cast it again for 10 minutes.

      Spell Effect: Shield

      Effect: Shield Immunity

      Heightened (+2) The shield's Hardness increases by 5.

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    • Detect Magic (Feat)◆◆CantripConcentrateDetectionManipulateYou send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choo…

      You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you're fully aware of, such as the magic items and ongoing spells of you and your allies. You detect illusion magic only if that magic's effect has a lower rank than the rank of your detect magic spell. However, items that have an illusion aura but aren't deceptive in appearance (such as an Invisibility Potion) typically are detected normally.

      Heightened (3rd) You learn the rank or level of the most powerful magical effect the spell detects, as determined by the GM.

      Heightened (4th) As 3rd rank, but you also pinpoint the source of the highest-rank magic. Like for an imprecise sense, you don't learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that).

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    • Daze◆◆CantripConcentrateManipulateMentalNonlethalYou push into the target's mind and daze it with a mental jolt. The jolt deals 1d6 mental damage, with a basic Will save. If the target cri…

      You push into the target's mind and daze it with a mental jolt. The jolt deals 1d6 mental damage, with a basic Will save. If the target critically fails the save, it is also Stunned 1.

      Heightened (+2) The damage increases by 1d6.

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    Rank 1 repertoire

    • Force Barrage◆–◆◆◆Rank 1ConcentrateForceManipulateYou fire a shard of solidified magic toward a creature that you can see. It automatically hits and deals 1d4+1 force damage. For each addit…

      You fire a shard of solidified magic toward a creature that you can see. It automatically hits and deals 1d4+1 force damage. For each additional action you use when Casting the Spell, increase the number of shards you shoot by one, to a maximum of three shards for 3 actions. You choose the target for each shard individually. If you shoot more than one shard at the same target, combine the damage before applying bonuses or penalties to damage, resistances, weaknesses, and so forth.

      Heightened (+2) You fire one additional shard with each action you spend.

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    • Thunderstrike◆◆Rank 1SignatureConcentrateElectricityManipulateSonicYou call down a tendril of lightning that cracks with thunder, dealing 1d12 electricity damage and 1d4 sonic damage to the target with a ba…

      You call down a tendril of lightning that cracks with thunder, dealing 1d12 electricity damage and 1d4 sonic damage to the target with a basic Reflex save. A target wearing metal armor or made of metal takes a –1 circumstance bonus to its save, and if damaged by the spell is Clumsy 1 for 1 round.

      Heightened (+1) The damage increases by 1d12 electricity and 1d4 sonic.

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    • Alarm10 minutesRank 1ConcentrateManipulateYou ward an area to alert you when creatures enter without your permission. When you cast alarm, select a password. Whenever a Small or lar…

      You ward an area to alert you when creatures enter without your permission. When you cast alarm, select a password. Whenever a Small or larger corporeal creature enters the spell's area without speaking the password, alarm sends your choice of a mental alert (in which case the spell gains the mental trait) or an audible alarm with the sound and volume of a hand bell (in which case the spell gains the auditory trait). Either option automatically awakens you, and the bell allows each creature in the area to attempt a DC 15 Perception check to wake up. A creature aware of the alarm must succeed at a Stealth check against the spell's DC or trigger the spell when moving into the area.

      Heightened (3rd) You can specify a trigger for which types of creatures sound the alarm spell.

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    • Charm◆◆Rank 1ConcentrateEmotionIncapacitationManipulateMentalSubtleTo the target, your words are honey and your visage seems bathed in a dreamy haze. It must attempt a Will save, with a +4 circumstance bonu…

      To the target, your words are honey and your visage seems bathed in a dreamy haze. It must attempt a Will save, with a +4 circumstance bonus if you or your allies recently threatened it or used hostile actions against it.

      You can Dismiss the spell. If you use hostile actions against the target, the spell ends. When the spell ends, the target doesn't necessarily realize it was charmed unless its friendship with you or the actions you convinced it to take clash with its expectations, meaning you could potentially convince the target to continue being your friend via mundane means.

      Critical Success The target is unaffected and aware you tried to charm it.

      Success The target is unaffected but thinks your spell was something harmless instead of charm, unless it identifies the spell.

      Failure The target's attitude becomes Friendly toward you. If it was Friendly, it becomes Helpful. It can't use hostile actions against you.

      Critical Failure The target's attitude becomes Helpful toward you, and it can't use hostile actions against you.

      Heightened (4th) The duration lasts until the next time you make your daily preparations.

      Heightened (8th) The duration lasts until the next time you make your daily preparations, and you can target up to 10 creatures.

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    Rank 2 repertoire

    • Dispel Magic◆◆Rank 2ConcentrateManipulateYou unravel the magic behind a spell or effect. Attempt a counteract check against the target. If you successfully counteract a magic item,…

      You unravel the magic behind a spell or effect. Attempt a counteract check against the target. If you successfully counteract a magic item, the item becomes a mundane item of its type for 10 minutes. This doesn't change the item's non-magical properties. If the target is an artifact or similar item, you automatically fail.

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    • See the Unseen◆◆Rank 2ConcentrateManipulateRevelationYour gaze pierces through illusions and finds Invisible creatures and spirits. You can see invisible creatures as though they weren't invis…

      Your gaze pierces through illusions and finds Invisible creatures and spirits. You can see invisible creatures as though they weren't invisible, although their features are blurred, making them Concealed and difficult to identify. You can also see incorporeal creatures, like ghosts, phased through an object from within 10 feet of an object's surface as blurry shapes seen through those objects. Subtler clues also grant you a +2 status bonus to checks you make to disbelieve illusions.

      Heightened (5th) This spell has a duration of 8 hours.

      Spell Effect: See the Unseen

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    • Web◆◆◆Rank 2SignatureConcentrateManipulateYou create a sticky web in the area that impedes creatures' movement. Squares filled with the web are difficult terrain. Each time a creatu…

      You create a sticky web in the area that impedes creatures' movement. Squares filled with the web are difficult terrain. Each time a creature in the web begins to use a move action or enters the web during a move action it's using, it must attempt an Athletics check or Reflex save against your spell DC to avoid taking a circumstance penalty to its Speeds or becoming Immobilized. A creature that gets out of the web ceases to take a circumstance penalty to its Speed from the web. Each square can be cleared of the web by a single attack or effect that deals at least 5 slashing damage or 1 fire damage. A square has AC 5, and it automatically fails its saving throws.

      Critical Success The creature is unaffected, and it doesn't need to attempt further Athletics checks or saving throws against the web this turn. If it used an Athletics check, it clears the web from every square it leaves during its movement.

      Success The creature is unaffected during its action. If it used an Athletics check, it clears the web from every square it leaves during its movement.

      Failure The creature takes a –10-foot circumstance penalty to its Speeds until the start of its next turn.

      Critical Failure The creature is immobilized until the start of its next turn, after which it takes a –10-foot circumstance penalty to its Speeds for 1 round. It can attempt to Escape to remove its immobilized condition.

      Heightened (4th) The spell's area increases to a burst|distance:20, and its range increases to 60 feet.

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    • Ignite Fireworks◆◆Rank 2ConcentrateFireManipulateSonicA brilliant and clamorous display of sparks and colorful fireworks explode around your enemies, dealing 1d8 fire damage and 1d8 sonic damag…

      A brilliant and clamorous display of sparks and colorful fireworks explode around your enemies, dealing 1d8 fire damage and 1d8 sonic damage to creatures within a 10-foot burst. All creatures in the area must attempt a Reflex save.

      Critical Success The creature is unaffected.

      Success The creature takes half damage and is Dazzled for 1 round.

      Failure The creature takes full damage and is dazzled for 3 rounds.

      Critical Failure The creature takes double damage, takes 1d4 persistent,fire damage, and is dazzled for 1 minute.

      Heightened (+2) The initial fire damage increases by 1d8, the sonic damage increases by 1d8, and the persistent fire damage a creature takes on a critical failure increases by 1d4.

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    Rank 3 repertoire

    • Fireball◆◆Rank 3ConcentrateFireManipulateA roaring blast of fire detonates at a spot you designate, dealing 6d6 fire damage. Heightened (+1) The damage increases by 2d6.

      A roaring blast of fire detonates at a spot you designate, dealing 6d6 fire damage.

      Heightened (+1) The damage increases by 2d6.

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    • Haste◆◆Rank 3ConcentrateManipulateMagic empowers the target to act faster. It gains the Quickened condition and can use the extra action each round only for Strike and Strid…

      Magic empowers the target to act faster. It gains the Quickened condition and can use the extra action each round only for Strike and Stride actions.

      Heightened (7th) You can target up to 6 creatures.

      Spell Effect: Haste

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    • Paralyze◆◆Rank 3ConcentrateIncapacitationManipulateMentalYou block the target's motor impulses before they can leave its mind, threatening to freeze the target in place. The target must attempt a…

      You block the target's motor impulses before they can leave its mind, threatening to freeze the target in place. The target must attempt a Will save.

      Critical Success The target is unaffected.

      Success The target is Stunned 1.

      Failure The target is Paralyzed for 1 round.

      Critical Failure The target is Paralyzed for 4 rounds. At the end of each of its turns, it can attempt a new Will save to reduce the remaining duration by 1 round, or end it entirely on a critical success.

      Heightened (7th) You can target up to 10 creatures.

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    • Blindness◆◆Rank 3ConcentrateIncapacitationManipulateYou blind the target. The effect is determined by the target's Fortitude save. The target then becomes temporarily immune for 1 minute. Cri…

      You blind the target. The effect is determined by the target's Fortitude save. The target then becomes temporarily immune for 1 minute.

      Critical Success The target is unaffected.

      Success The target is Blinded until its next turn begins.

      Failure The target is Blinded for 1 minute.

      Critical Failure The target is Blinded permanently.

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    Rank 4 repertoire

    • Suggestion◆◆Rank 4ConcentrateIncapacitationLinguisticManipulateMentalSubtleYour honeyed words are difficult for creatures to resist. You suggest a course of action to the target, which must be phrased in such a way…

      Your honeyed words are difficult for creatures to resist. You suggest a course of action to the target, which must be phrased in such a way as to seem like a logical course of action to the target and can't be self-destructive or obviously against the target's self-interest. The target must attempt a Will save.

      Critical Success The target is unaffected and knows you tried to control it.

      Success The target is unaffected.

      Failure The target immediately follows your suggestion. The spell has a duration of 1 minute, or until the target has completed a finite suggestion or the suggestion becomes self-destructive or has other obvious negative effects.

      Critical Failure As failure, but the base duration is 1 hour.

      Heightened (8th) You can target up to 10 creatures.

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    • Aerial Form◆◆Rank 4ConcentrateManipulatePolymorphYou harness your mastery of primal forces to reshape your body into a Medium flying animal battle form. When you Cast this Spell, choose a…

      You harness your mastery of primal forces to reshape your body into a Medium flying animal battle form. When you Cast this Spell, choose a listed battle form. You can decide the specific type of animal (such as an owl or eagle for bird), but this has no effect on the form's Size or statistics. While in this form, you gain the animal trait. You can Dismiss the spell.

      You gain the following statistics and abilities regardless of which battle form you choose:

      • AC = 18 + your level. Ignore your armor's check penalty and Speed reduction.

      • 5 temporary Hit Points.

      • Low-light vision.

      • One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can Strike with. You're trained with them. Your attack modifier is +16, and your damage bonus is +5. These attacks are Dexterity based (for the purpose of the Clumsy condition, for example). If your attack modifier for Dexterity-based unarmed attacks is higher, you can use it instead.

      • Acrobatics modifier of +16, unless your own modifier is higher.

      You also gain specific abilities based on the form you choose:

      • Bat

      • Speed 20 feet, fly Speed 30 feet; precise echolocation 40 feet;

      • Melee a fangs, Damage 2d8 piercing;

      • Melee a wing (agile), Damage 2d6 bludgeoning.

      • Bird

      • Speed 10 feet, fly Speed 50 feet;

      • Melee a beak, Damage 2d8 piercing;

      • Melee a talon (agile), Damage 1d10 slashing.

      • Pterosaur

      • Speed 10 feet, fly Speed 40 feet; imprecise scent 30 feet;

      • Melee a beak, Damage 3d6 piercing.

      • Wasp

      • Speed 20 feet, fly Speed 40 feet;

      • Melee a stinger, Damage 1d8 piercing plus 1d6 persistent poison.

      Heightened (5th) Your battle form is Large and your fly Speed gains a +10-foot status bonus. You must have enough space to expand into or the spell is lost. You instead gain 10 temporary HP, attack modifier +18, damage bonus +8, and Acrobatics +20.

      Heightened (6th) Your battle form is Huge, your fly Speed gains a +15-foot status bonus, and your attacks have 10-foot reach. You must have enough space to expand into or the spell is lost. You instead gain AC = 21 + your level, 15 temporary HP, attack modifier +21, damage bonus +4 and double damage dice (including persistent damage), and Acrobatics +23.

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    • Chromatic Ray◆◆Rank 4AttackConcentrateLightManipulateYou send out a ray of colored light streaming toward your enemy, with a magical effect depending on the ray's color. Make a spell attack ro…

      You send out a ray of colored light streaming toward your enemy, with a magical effect depending on the ray's color. Make a spell attack roll. If you hit, roll 1d4 to see which beam you cast. If the ray deals damage, that damage is doubled on a critical hit. Any additional traits that apply to a ray are listed in parentheses just after the name of the color.

      • Red (fire) The ray deals 30 fire damage to the target.

      • Orange (acid) The ray deals 40 acid damage to the target.

      • Yellow (electricity) The ray deals 50 electricity damage to the target.

      • Green (poison) The ray deals 25 poison damage to the target, and the target must succeed at a Fortitude save or be Enfeebled 1 for 1 minute (Enfeebled 2 on a critical failure).

      Heightened (6th) The damage for 40 fire{Red}, 50 acid{Orange}, 60 electricity{Yellow}, and 35 poison{Green} each increase by 10. Roll 1d8 to determine the ray's color, using the results for 1-4 above and the results for 5-8 below.

      • Blue The ray has the effect of the Petrify spell. On a critical hit, the target is Clumsy 1 as long as it's Slowed by the flesh to stone effect.

      • Indigo (emotion, incapacitation, mental) The ray has the effect of the Confusion spell. On a critical hit, it has the effect of Warp Mind instead.

      • Violet The target is Slowed for 1 minute. It must also succeed at a will save or be teleported 120 feet directly away from you (if there isn't room for it to appear there, it appears in the nearest open space); this is a teleportation effect.

      • Intense Color The target is Dazzled until the end of your next turn, or Blinded if your attack roll was a critical hit. Roll again and add the effects of another color (rerolling results of 8).

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    Arcane Focus Spells

    Arcane · Focus · CHA

    Spell attackE
    +15
    CHA 4 + Expert 11
    Spell DCE
    25
    10 + CHA 4 + Expert 11

    Focus points: 1

    • Ancestral Memories◆Rank 1ConcentrateFocusSorcererThe memories of long-dead spellcasters grant you their knowledge, making your spells more formidable. You gain either a +1 status bonus to…

      The memories of long-dead spellcasters grant you their knowledge, making your spells more formidable. You gain either a +1 status bonus to the next spell attack roll you attempt before the end of your turn or an enemy within 60 feet takes a –1 status penalty to the next saving throw they attempt against a spell you cast before the end of your turn.

      Heightened (5th) The bonus increases to +2 or the penalty increases to –2.

      Heightened (8th) The bonus increases to +3 or the penalty increases to –3

      Spell Effect: Ancestral Memories

      Look up on Archives of Nethys

    Origin, personality & notes

    Ethnicity
    Tian
    Nationality
    Shenmen
    Age
    35
    Gender & pronouns
    Male